57 lines
No EOL
1.8 KiB
GLSL
57 lines
No EOL
1.8 KiB
GLSL
uniform sampler2D tex;
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uniform int factor;
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uniform float width;
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uniform float height;
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#define CORRECTION 2.25
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#define SIZE_ADDITION 3
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vec4 get_texture_at_position(vec2 position) {
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vec2 raw_position = position + vec2(CORRECTION, CORRECTION);
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vec2 raw_uv = raw_position / vec2(width + SIZE_ADDITION, height + SIZE_ADDITION);
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return texture2D(tex, raw_uv);
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}
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ivec2 get_corrected_position() {
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vec2 raw_uv = cogl_tex_coord0_in.st;
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vec2 raw_position = raw_uv * vec2(width + SIZE_ADDITION, height + SIZE_ADDITION);
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return ivec2(raw_position - vec2(CORRECTION, CORRECTION));
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}
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void main() {
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ivec2 corrected_position = get_corrected_position();
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vec2 adjusted_position = corrected_position / factor;
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cogl_color_out = get_texture_at_position(adjusted_position);
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// round
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if (distance(corrected_position, (floor(adjusted_position) + 0.5) * factor) < factor / 2.5) {
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//cogl_color_out = get_texture_at_position(adjusted_position);
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} else {
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//cogl_color_out = vec4(0, 0, 0, 1);
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}
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// square
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if (mod(corrected_position.x, factor) >= 2 && mod(corrected_position.y, factor) >= 2) {
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//cogl_color_out = get_texture_at_position(adjusted_position);
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} else {
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//cogl_color_out = vec4(0, 0, 0, 1);
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}
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// local mix
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vec4 color = vec4(0);
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int count = 0;
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for (int i = -1; i <= 1; i++) {
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for (int j = -1; j <= 1; j++) {
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vec2 lookup_position = adjusted_position + vec2(i, j);
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if (all(greaterThanEqual(lookup_position, vec2(0, 0))) &&
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all(lessThan(lookup_position, vec2(width, height) / factor))) {
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color += get_texture_at_position(lookup_position);
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count += 1;
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}
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}
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}
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//cogl_color_out = color / count;
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} |